In recent decades, video games have proved not only as entertainment media, which develops intellectual and social skills, but also as a mean for technology-supported learning. Both serious and entertainment ames apply effective methods to adapt the gaming process to the characteristics of individual players. This presentation discusses a comprehensive player model used for dynamic adaptation of mechanics, dynamics and audio-visual parameters of the game. Player´s emotions and attention are determined during the game by analyzing facial expressions and skin conductivity, while the style of playing is determined implicitly based on monitoring of selected metrics characterizing the gaming process. These features of the player are used for dynamic and personalized control of the adaptation of the game, leading to greater involvement and interest in playing learning games, and hence - to better performance and usability of the game
The presented results are achieved within the project ADAPTIMES (ADAPTIve player-centric serious video gaMES), FP7 PEOPLE, Marie Curie Actions.